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Addon Development Thread
DoctorOfSpaceDate: Wednesday, 24.10.2012, 20:57 | Message # 91
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Looks good. That Death Star model looks like one I was porting, may I ask which model you used?




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ShnoogDate: Thursday, 25.10.2012, 18:00 | Message # 92
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It was just a free model from http://gfx-3d-model.com
 
AmwhereDate: Friday, 26.10.2012, 04:46 | Message # 93
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So, I've continued working on my system parser - it's much cleaner now. I've been having fun looking for habitable planets... and I haven't found any. smile
Anyway, all the systems I've looked at so far are here: http://amwhre.comeze.com/ - maybe 0.97 could export out a nice html like these? smile
 
SpaceEngineerDate: Friday, 26.10.2012, 04:52 | Message # 94
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Quote (Amwhere)
Anyway, all the systems I've looked at so far are here: http://amwhre.comeze.com/ - maybe 0.97 could export out a nice html like these?

Cool, this strongly reminds me StarGen. But how did you obtain atmospheric composition and other stuff that SE doesn't export?





 
HarbingerDawnDate: Friday, 26.10.2012, 05:08 | Message # 95
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Quote (Amwhere)
So, I've continued working on my system parser - it's much cleaner now.

Very impressive, I love those html tables! smile





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AmwhereDate: Friday, 26.10.2012, 05:49 | Message # 96
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Temperature - I actually simulate the system's orbits. For single star systems, temperatures matches up pretty much perfectly with SE. For multiple star systems, things don't match up.
For the atmosphere, I tried to come up with something that would make reasonable output.

(I could send you the code, SE, although it's, like me, scatterbrained.)

Edit: Wow. I need to reread my posts before I post them!
Any other questions?


Edited by Amwhere - Friday, 26.10.2012, 23:12
 
AmwhereDate: Sunday, 28.10.2012, 01:48 | Message # 97
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Here's an example of the difference between my calculated temps and SEs.
Take this system and planet:
RS 8403-173-8-12031331-316 3
In SE, the planet ranges between 265 and 290K - which, if you think about it, doesn't make much sense. Both stars of the system combined output less energy than the Sun, and the planet is at about 1.4 AU... yet it is hotter than the Earth.

My calculation says it should be between 167 and 186 - http://amwhre.comeze.com/special....90.html

Not sure if it's me or SE. smile
 
SpaceEngineerDate: Sunday, 28.10.2012, 02:06 | Message # 98
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The function used in SE to calculate average temperature on the planet (and temperature of its exosphere):

Code

float   TSolarSystem::CalcBodyTemperature(TSpaceBody &CBody, double time)
{
      vec3d  bodyPos = GetBodyBarycentricPos(&CBody, time);
      float  Temperature = 0.0f;
      float  TempExo = 0.0f;

      for (int i=0; i<NSunsBarys; ++i)
      {
          TSpaceBody &CSun = Body[i];
          if (CSun.Type != PT_SUN) continue;
          double sunDist = (GetBodyBarycentricPos(&CSun, time) - bodyPos).length() / km;
          double solAngRad = CSun.Surface.Radius / sunDist;
          if (solAngRad >= 1.0) solAngRad = 1.0;
          Temperature += CSun.StarData.GetTemperature() * sqrt(0.5 * asin(solAngRad));
          TempExo += 1500.0f * pow(sqrt(CSun.StarData.GetLuminosityUV() / 0.072f) / float(sunDist*km/AU), 0.21f);
      }

      // For slowly rotating planets
      //if (CBody.Surface.RotPeriod > 10.0f) Temperature *= 1.189207115f;

      Temperature = Temperature * pow(1.0f - CBody.Albedo, 0.25f) + PlanetMinTemperature;
      if (CBody.Atmosphere.Greenhouse != NO_DATA)
          Temperature += CBody.Atmosphere.Greenhouse;

      CBody.Atmosphere.TempExo = max2f(TempExo + PlanetMinTemperature, Temperature);
      CBody.Temperature = Temperature;

      return CBody.Temperature;
}


Cycle through all suns in the system.
GetBodyBarycentricPos() fucntion returns barycentric coordinates of the body at any given time (in parsecs).
CSun.StarData.GetTemperature() function returns tempearture of sun's photoshpere.
CSun.StarData.GetLuminosityUV() function returns fraction of sun's radiation emitted in ultraviolet band (table and interpolation used).
PlanetMinTemperature = 2.722 for now, in future it will depend on system's position in the galaxy.
km = 3.240776488385780515715e-14 - constant to convert kilometers to parsecs.
AU = 4.848136811095359935899e-6 - constant to convert AUs to parsecs.





 
AmwhereDate: Sunday, 28.10.2012, 02:29 | Message # 99
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Hmmm. As I said, my code works fine for a one star system.

Code

         /*Calculates a Stars total output
          */
         public static double getStarFlux(Star s)
         {
             double fluxM = Math.Pow(s.temperature, 4) * (Helper.sigma); //sigma = 5.6704E-008;
             double area = 4 * Math.PI * Math.Pow(s.radius * 1000, 2);
             return fluxM * area;

         }
         /*Gets a stars output at a given distance
          */
         public static double getStellarConstant(double starFlux, double distance)
         {
             double area = 4 * Math.PI * (distance * distance);
             return starFlux / area;

         }

         public static double getPlanetTemp(double starConstant, double abledo, double greenhouse)
         {
             double fluxAbsorbed = (starConstant / 4) * (1 - abledo);

             return Math.Pow((fluxAbsorbed / Helper.sigma), .25) + greenhouse + Helper.CMB; //CMB = 2.725
         }


As I said, if you want me to send you the whole thing, I will.
 
SpaceEngineerDate: Sunday, 28.10.2012, 04:28 | Message # 100
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Quote (Amwhere)
Hmmm. As I said, my code works fine for a one star system.

So you need just make a cycle through all stars in the system.

Quote (Amwhere)
As I said, if you want me to send you the whole thing, I will.

Thanks, it's interesting to take a look, however I guess nothing complex there.





 
AmwhereDate: Sunday, 28.10.2012, 05:09 | Message # 101
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Quote (SpaceEngineer)
So you need just make a cycle through all stars in the system

I do.
I sent the code to the email on the contact page. smile
 
DoctorOfSpaceDate: Tuesday, 06.11.2012, 04:43 | Message # 102
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To fix the triangle problem in the Star Trek ships I removed BumpMap and DetailBumpMap. Not a big difference in how they look besides a bump but it smoothed them out and fixed the triangle issue.

Some images in different lighting



My favorite image





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Destructor1701Date: Thursday, 08.11.2012, 19:33 | Message # 103
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Friggin' beautiful images!

I've been porting some BSG models in my spare time, and yeah, the bump mapping seems be the culprit... I wonder what's going on there...







Edited by Destructor1701 - Thursday, 08.11.2012, 19:34
 
DoctorOfSpaceDate: Saturday, 10.11.2012, 17:52 | Message # 104
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Under request of Antza I have started watching Battlestar Galactica and working on a BSG addon pack.

Expect release sometime eventually in the future maybe cool

I thought it appropriate that the first ship I add is the main ship.


edit:

Pegasus next to Galactica with a WiP bump.


Edit:

Colonial One, Viper MKII, and MKVII


Edit:

Ringship Zephyr and Colonial Shuttle


Edit:

Colonial Mover





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Edited by DoctorOfSpace - Saturday, 10.11.2012, 20:59
 
SpaceEngineerDate: Saturday, 10.11.2012, 21:12 | Message # 105
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BSG ships will feel themselves good in their native Cyrannus system smile




 
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